Venivididormi's Recent Forum Activity

  • I've been using C2 for a while now, and I wasn't aware you could run whole project with hotkeys until reading this thread. As well, I was confused as a new user why the run button started on different layouts at different times, until I eventually noticed it was always running the currently selected layout. You shouldn't need to read the whole manual (though it's always a good idea) to understand basic UI functions.

    A second UI button for run project from start would remove the confusion for newbs. And we want newbs to stick around and buy the full version, not get confused and quit, right? <img src="smileys/smiley36.gif" border="0" align="middle" />

  • During the weekend, I was dare enough to commit a desperate attempt of participating Ludum Dare #26:

    Great game, I played all the way to world domination/game over. Puny human scum....    <img src="smileys/smiley36.gif" border="0" align="middle" />

  • Apparently it is resolved now.   <img src="smileys/smiley36.gif" border="0" align="middle" />

  • Finally got my submission up on Newgrounds, PHEW!

    Check it out here: http://www.newgrounds.com/portal/view/616469

    Good luck to all of you, lets hope a C2 game wins!!!

    <img src="smileys/smiley4.gif" border="0" align="middle">

    Very cool, but haaaaaaard.   <img src="smileys/smiley36.gif" border="0" align="middle">

    Even after the tutorial I had no idea how to make the target shape. Maybe too many shapes overlapping? Could also be partly because you can't clearly see all the colors etc until it gets closer. Amazing work though, just needs difficulty tweaking.

  • I put that disclaimer into mine because it's an example and not very efficient. More specifically, where you pointed out, it will create EVERY tile in the "lvl" array.

    I guess I was using Yann's version of this to base mine on. It uses the mathematical tile selection method instead. Like you said, less actions.

    And yeah that's what I thought you meant regarding the "every tile" comment. In my current implementation I have anywhere between 1500 to 2500 tiles depending on the randomization. I'm also using the optimization where any non-edge blocks turn off their solid behaviour. And, i'm carving out caves to decrease block counts (and they're cool, lol). Between these tweaks, I get an average framerate of 30 or so in a browser, 60 on pc executable. I'm using some gameplay mechanics to explain the smaller slice of the world you get to explore. <img src="smileys/smiley2.gif" border="0" align="middle" />

    But, I also allow the player to warp in and out of areas, and you're put in a "new" randomized area each time. Funny thing is, the block counts aren't killing me, it's AI. All I need to do is add a small number of bunnies (my test AI) with platforming behaviour and it starts bogging down. I'm not sure if it's their platforming or animations, but probably the former. Dammit, they look so cute jumping around and finding their way out of holes. And they blow up real good. <img src="smileys/smiley9.gif" border="0" align="middle" />

    I'm very close to posting an early version of my project online (site, not capx), i'll link it here once I do. Thanks for the reply.

  • Thanks, love the license.    <img src="smileys/smiley36.gif" border="0" align="middle" />

  • yogert96

    It looks like the script is set up to "recalc" the tiles after they go offscreen by a certain amount. I suspect this is because it's a looping infinite tile system. If this wasn't done the world would slowly get emptier and emptier as you move along breaking blocks, since those empty blocks would be repeated when the terrain loops.

    So, if you try to fix this by modifying the recalc section you'll just have a different issue to deal with.

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  • Can you re-export without the clay.io being required? Can't open the file. Or is it necessary to test this?

  • Good luck! Looks like you've got a lot of it designed already.   <img src="smileys/smiley1.gif" border="0" align="middle" />

    I'm curious what you'll use if you get the funding. Continue with C2 or make an engine in a C variant?

  • Still a valid bug though, minify should work.   <img src="smileys/smiley36.gif" border="0" align="middle" />

  • Not sure if I understand your question, you want to display FPS onscreen so you can test on android?

    If so, just use the global variable fps and display it in a text box either every tick or every X seconds etc. To get a better idea of the real rate, also calculate an average and display both values.

  • One other common mistake i've made myself is this (pseudocode):

    [ randChoice=random(2) if randChoice==0 then say "0" if randChoice==1 then say "1" ]

    You'd think this would work, but it will only work an incredibly small amount of the time. Why? You're not converting the random number into an integer. So it rolls numbers like 1.023882 or 0.47366 so it rarely ever hits exactly 0 or 1.

    So, use this instead:

    int(random(2))

    And of course, remember random is zero based. So, int(random(2)) will give you either 0 or 1.

    *Sigh, just saw the post above after I wrote this. You use floor, I use int.   

    <img src="smileys/smiley36.gif" border="0" align="middle" />

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Venivididormi

Member since 25 Mar, 2013

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